Make sure all vertices are properly rounded

This commit is contained in:
Tomas Jakobsson 2019-08-31 18:19:43 +02:00
parent 489d7de096
commit 71ac016c3d
6 changed files with 40 additions and 27 deletions

View file

@ -76,9 +76,9 @@ void RatingComponent::onSizeChanged()
void RatingComponent::updateVertices()
{
const float numStars = NUM_RATING_STARS;
const float h = Math::round(getSize().y()); // is the same as a single star's width
const float w = Math::round(h * mValue * numStars);
const float fw = Math::round(h * numStars);
const float h = getSize().y(); // is the same as a single star's width
const float w = getSize().y() * mValue * numStars;
const float fw = getSize().y() * numStars;
const unsigned int color = Renderer::convertColor(mColorShift);
mVertices[0] = { { 0.0f, 0.0f }, { 0.0f, 1.0f }, color };
@ -90,6 +90,10 @@ void RatingComponent::updateVertices()
mVertices[5] = { { 0.0f, h }, { 0.0f, 0.0f }, color };
mVertices[6] = { { fw, 0.0f }, { numStars, 1.0f }, color };
mVertices[7] = { { fw, h }, { numStars, 0.0f }, color };
// round vertices
for(int i = 0; i < 8; ++i)
mVertices[i].pos.round();
}
void RatingComponent::updateColors()

View file

@ -282,9 +282,8 @@ void ImageComponent::updateVertices()
// we go through this mess to make sure everything is properly rounded
// if we just round vertices at the end, edge cases occur near sizes of 0.5
const Vector2f size = { Math::round(mSize.x()), Math::round(mSize.y()) };
const Vector2f topLeft = { size * mTopLeftCrop };
const Vector2f bottomRight = { size * mBottomRightCrop };
const Vector2f topLeft = { mSize * mTopLeftCrop };
const Vector2f bottomRight = { mSize * mBottomRightCrop };
const float px = mTexture->isTiled() ? mSize.x() / getTextureSize().x() : 1.0f;
const float py = mTexture->isTiled() ? mSize.y() / getTextureSize().y() : 1.0f;
const unsigned int color = Renderer::convertColor(mColorShift);
@ -295,14 +294,19 @@ void ImageComponent::updateVertices()
mVertices[2] = { { bottomRight.x(), topLeft.y() }, { mBottomRightCrop.x() * px, py - mTopLeftCrop.y() }, mColorGradientHorizontal ? color : colorEnd };
mVertices[3] = { { bottomRight.x(), bottomRight.y() }, { mBottomRightCrop.x() * px, 1.0f - mBottomRightCrop.y() }, color };
// round vertices
for(int i = 0; i < 4; ++i)
mVertices[i].pos.round();
if(mFlipX)
{
for(int i = 0; i < 4; i++)
for(int i = 0; i < 4; ++i)
mVertices[i].tex[0] = px - mVertices[i].tex[0];
}
if(mFlipY)
{
for(int i = 0; i < 4; i++)
for(int i = 0; i < 4; ++i)
mVertices[i].tex[1] = py - mVertices[i].tex[1];
}
}

View file

@ -56,10 +56,10 @@ void NinePatchComponent::buildVertices()
const float imgPosY[3] = { 0, imgSizeY[0], imgSizeY[0] + imgSizeY[1]};
//the "1 +" in posY and "-" in sizeY is to deal with texture coordinates having a bottom left corner origin vs. verticies having a top left origin
const float texSizeX[3] = { mCornerSize.x() / texSize.x(), (texSize.x() - mCornerSize.x() * 2) / texSize.x(), mCornerSize.x() / texSize.x() };
const float texSizeY[3] = { -mCornerSize.y() / texSize.y(), -(texSize.y() - mCornerSize.y() * 2) / texSize.y(), -mCornerSize.y() / texSize.y() };
const float texPosX[3] = { 0, texSizeX[0], texSizeX[0] + texSizeX[1] };
const float texPosY[3] = { 1, 1 + texSizeY[0], 1 + texSizeY[0] + texSizeY[1] };
const float texSizeX[3] = { mCornerSize.x() / texSize.x(), (texSize.x() - mCornerSize.x() * 2) / texSize.x(), mCornerSize.x() / texSize.x() };
const float texSizeY[3] = { -mCornerSize.y() / texSize.y(), -(texSize.y() - mCornerSize.y() * 2) / texSize.y(), -mCornerSize.y() / texSize.y() };
const float texPosX[3] = { 0, texSizeX[0], texSizeX[0] + texSizeX[1] };
const float texPosY[3] = { 1, 1 + texSizeY[0], 1 + texSizeY[0] + texSizeY[1] };
int v = 0;
for(int slice = 0; slice < 9; slice++)
@ -76,6 +76,10 @@ void NinePatchComponent::buildVertices()
mVertices[v + 3] = { { imgPos.x() + imgSize.x(), imgPos.y() }, { texPos.x() + texSize.x(), texPos.y() }, 0 };
mVertices[v + 4] = { { imgPos.x() + imgSize.x(), imgPos.y() + imgSize.y() }, { texPos.x() + texSize.x(), texPos.y() + texSize.y() }, 0 };
// round vertices
for(int i = 1; i < 5; ++i)
mVertices[v + i].pos.round();
// make duplicates of first and last vertex so this can be rendered as a triangle strip
mVertices[v + 0] = mVertices[v + 1];
mVertices[v + 5] = mVertices[v + 4];
@ -83,12 +87,6 @@ void NinePatchComponent::buildVertices()
v += 6;
}
// round vertices
for(int i = 0; i < 6*9; i++)
{
mVertices[i].pos.round();
}
updateColors();
}

View file

@ -137,7 +137,6 @@ void VideoVlcComponent::render(const Transform4x4f& parentTrans)
VideoComponent::render(parentTrans);
Transform4x4f trans = parentTrans * getTransform();
GuiComponent::renderChildren(trans);
Renderer::setMatrix(trans);
if (mIsPlaying && mContext.valid)
@ -151,6 +150,10 @@ void VideoVlcComponent::render(const Transform4x4f& parentTrans)
vertices[2] = { { mSize.x(), 0.0f }, { 1.0f, 0.0f }, color };
vertices[3] = { { mSize.x(), mSize.y() }, { 1.0f, 1.0f }, color };
// round vertices
for(int i = 0; i < 4; ++i)
vertices[i].pos.round();
// Build a texture for the video frame
mTexture->initFromPixels((unsigned char*)mContext.surface->pixels, mContext.surface->w, mContext.surface->h);
mTexture->bind();

View file

@ -238,10 +238,6 @@ namespace Renderer
void drawRect(const float _x, const float _y, const float _w, const float _h, const unsigned int _color, const unsigned int _colorEnd, bool horizontalGradient, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
{
const float x = Math::round(_x);
const float y = Math::round(_y);
const float w = Math::round(_w);
const float h = Math::round(_h);
const unsigned int color = convertColor(_color);
const unsigned int colorEnd = convertColor(_colorEnd);
Vertex vertices[4];
@ -251,6 +247,10 @@ namespace Renderer
vertices[2] = { { _x + _w,_y }, { 0.0f, 0.0f }, horizontalGradient ? color : colorEnd };
vertices[3] = { { _x + _w,_y + _h }, { 0.0f, 0.0f }, colorEnd };
// round vertices
for(int i = 0; i < 4; ++i)
vertices[i].pos.round();
bindTexture(0);
drawTriangleStrips(vertices, 4, _srcBlendFactor, _dstBlendFactor);

View file

@ -604,10 +604,14 @@ TextCache* Font::buildTextCache(const std::string& text, Vector2f offset, unsign
const Vector2i& textureSize = glyph->texture->textureSize;
const unsigned int convertedColor = Renderer::convertColor(color);
vertices[1] = { { Math::round(glyphStartX ), Math::round(y - glyph->bearing.y() ) }, { glyph->texPos.x(), glyph->texPos.y() }, convertedColor };
vertices[2] = { { Math::round(glyphStartX ), Math::round(y - glyph->bearing.y() + (glyph->texSize.y() * textureSize.y())) }, { glyph->texPos.x(), glyph->texPos.y() + glyph->texSize.y() }, convertedColor };
vertices[3] = { { Math::round(glyphStartX + glyph->texSize.x() * textureSize.x()), Math::round(y - glyph->bearing.y() ) }, { glyph->texPos.x() + glyph->texSize.x(), glyph->texPos.y() }, convertedColor };
vertices[4] = { { Math::round(glyphStartX + glyph->texSize.x() * textureSize.x()), Math::round(y - glyph->bearing.y() + (glyph->texSize.y() * textureSize.y())) }, { glyph->texPos.x() + glyph->texSize.x(), glyph->texPos.y() + glyph->texSize.y() }, convertedColor };
vertices[1] = { { glyphStartX , y - glyph->bearing.y() }, { glyph->texPos.x(), glyph->texPos.y() }, convertedColor };
vertices[2] = { { glyphStartX , y - glyph->bearing.y() + (glyph->texSize.y() * textureSize.y()) }, { glyph->texPos.x(), glyph->texPos.y() + glyph->texSize.y() }, convertedColor };
vertices[3] = { { glyphStartX + glyph->texSize.x() * textureSize.x(), y - glyph->bearing.y() }, { glyph->texPos.x() + glyph->texSize.x(), glyph->texPos.y() }, convertedColor };
vertices[4] = { { glyphStartX + glyph->texSize.x() * textureSize.x(), y - glyph->bearing.y() + (glyph->texSize.y() * textureSize.y()) }, { glyph->texPos.x() + glyph->texSize.x(), glyph->texPos.y() + glyph->texSize.y() }, convertedColor };
// round vertices
for(int i = 1; i < 5; ++i)
vertices[i].pos.round();
// make duplicates of first and last vertex so this can be rendered as a triangle strip
vertices[0] = vertices[1];